How many capital ship types are in Angels Fall First?
16 pilotable capital hulls across corvettes, destroyers, cruisers, frigates, battleships, and dropships — each with interiors and unique layouts.

Angels Fall First capital ships — 16 warship types with interiors, boarding, and core destruction on Steam.
Angels Fall First capital ship interiors and combat.
Angels Fall First capital ships are playable warships with full interiors — corridors, turret stations, hangar bays, engineering compartments, and destructible cores. Steam lists 16 different capital ship types you can command, repair, board, or sabotage from the inside. That scale is AFF's headline feature after the 1.0 release in July 2026.
Combined-arms sci-fi warfare — infantry, vehicles, fighters, and capital ships on planetside and in space. Space Incursion and Territories maps layer corvette skirmishes, destroyer duels, frigate fighter screens, and battleship anchors into the same match. Infantry spawned inside a friendly frigate can walk to hangars, launch a Rapier, exit through a boarding pod on a Cricket, and finish the round with a rifle inside the enemy core room — without a loading screen.
Capital ships use shield bursts (Z key), boost, and gravity mode like fighters. Frigates and battleships act as team spawn locations on the tac map — change your deploy location from "space" to a friendly hull to respawn inside the fight. Smaller corvettes are squad-only spawns unless boarded by enemies.
External damage chips hull and subsystems; internal boarding bypasses thick bow armor entirely. Defenders repair modules with the KMD Multiwrench; attackers shoot subsystem consoles or rush the engine core after clearing lockouts. Full assault doctrine lives on the boarding guide.
Pair this hub with vehicles for fighter names, weapons for boarding loadouts, and commander guide for fleet positioning calls.
The roster spans corvettes through battleships, plus dropships that double as boarding craft. Each hull has unique turret layout, armor profile, and interior maze — learn one class at a time in offline bot Fleet matches before queuing ranked Territories.
Corvettes (Griphon ULA, Ti AIA) escort bombers and hunt fighters with medium plasma and vulcan pairs. Low armor — win with positioning, not brawling.
Destroyers (Rejkhart ULA, Javert AIA) trade with other large hulls. Rejkhart fires torpedo salvos from the helm while a gunner mans the main cannon; Javert stacks ion and heavy plasma for mid-range slugfests.
Cruisers / lineships (Heimdall ULA, Chons AIA) prefer standoff missile and ion volleys. Chons concentrates fire forward — never let bombers sit astern.
Frigates (Ranger ULA, Khamun AIA) add fighter hangars and spawn points. Ranger brings dorsal railguns; Khamun trades raw anti-capital DPS for fast fighter deployment.
Battleships (Huginn, Muninn ULA; Anubis, Osiris AIA) are mission objectives. Huginn and Anubis are the standard anchors; Muninn and Osiris are heavier sister classes with thicker armor and fewer anti-fighter tools. All four carry engine core lockouts defenders must destroy before attackers can breach the reactor.
Dropships (Dragoon ULA, Cricket AIA) insert boarding parties. They are capital-scale spawns in space — fragile, essential, and the primary way infantry touch enemy frigates.
| # | Hull | Faction | Class | Key trait |
|---|---|---|---|---|
| 1 | Griphon | ULA | Corvette | Jack-of-all-trades escort; weak armor |
| 2 | Ti | AIA | Corvette | Anti-fighter battery; no heavy beams |
| 3 | Rejkhart | ULA | Destroyer | Helm torpedoes; gunner main cannon |
| 4 | Javert | AIA | Destroyer | Heavy plasma brawler |
| 5 | Heimdall | ULA | Cruiser | Guided missiles; long-range |
| 6 | Chons | AIA | Lineship | Forward ion focus; weak aft |
| 7 | Ranger | ULA | Frigate | Fighter bay + dorsal railguns |
| 8 | Khamun | AIA | Frigate | Fast fighter carrier |
| 9 | Huginn | ULA | Battleship | Ion bow; four rail turrets |
| 10 | Muninn | ULA | Battleship | Heavier Huginn sister; blockade breaker |
| 11 | Anubis | AIA | Battleship | Wing plasma batteries |
| 12 | Osiris | AIA | Battleship | Heavier Anubis sister hull |
| 13 | Dragoon | ULA | Dropship | Boarding pod launcher |
| 14 | Cricket | AIA | Dropship | Boarding pod launcher |
| 15 | Fox | ULA | Corvette | Fast scout corvette variant |
| 16 | Fenrir | ULA | Destroyer | Alternate ULA destroyer layout |
Every capital ship is a damage model, not a single HP bar. External gunners target engines, primary weapons, point defense, and shields with N key subsystem selection. Internal infantry shoot weapon consoles, shield generators, and engine control rooms marked by signage in corridors.
Disabling engines stops capitals from repositioning — critical when bombers set up torpedo runs. Knocking out turrets blinds a flank before a boarding pod docks. Shield generators extend the window where Z bursts absorb bomber torpedoes.
Repairing a subsystem with the Multiwrench grants Support XP and can win attrition fights without destroying the hull. Engineers holding engineering against a five-man boarding squad often decide Territories matches.
Subsystem damage persists until repaired or the ship dies. Communicate verbally or via tac map when your frigate loses half its PD — fighters need to know they are the last anti-bomber layer.
| Subsystem | External effect | Internal target |
|---|---|---|
| Engines | Ship drifts / stops | Engine room consoles |
| Primary weapons | Turrets offline | Weapon control stations |
| Point defense | Vulnerable to fighters | PD generator rooms |
| Shields | Weaker Z bursts | Shield emitter consoles |
| Hangar | Fighters cannot launch | Hangar bay doors / control |
Destroying a capital ship's core ends the hull — a timed catastrophic explosion follows. External DPS alone rarely kills a fresh battleship; boarding is the reliable delete button on Huginn, Anubis, and other frigate-or-larger targets.
Battleship cores sit behind engine core lockout consoles scattered through the interior. Attackers must destroy every lockout to drop the force field guarding the reactor. Lockouts, weapon consoles, and the core itself take damage from rifles, explosives, and even the Sonic Knife — do not assume you need a launcher.
Once the core begins taking damage, the ship enters a death timer (~30 seconds in community testing). Survivors evacuate through the fighter hangar — launch any friendly Rapier/Iret still on the deck and boost clear of the blast. Frigates and battleships with intact hangars are the only hulls where escape is possible; corvette crews should abandon ship earlier or respawn from tac map.
Defenders who lose lockouts should fall back to hangar chokepoints and mine the core door. Attackers who plant the core kill must immediately sprint to hangar — dying in the explosion still counts as a kill but wastes respawn tempo.
Winning the external fleet fight while losing the interior still loses the ship. Commanders should assign a dedicated boarding squad before torpedoes finish the hull — see boarding guide for step-by-step breach flow.
Helm pilots movement, boost, gravity mode, and helm weapons (torpedoes, ions, mines). Gunners occupy rail, plasma, and missile turrets — capital DPS scales with filled seats, not solo heroes.
Engineers repair subsystems and hold engineering against boarders. Fighter pilots launch from hangars to screen bombers. Infantry without stations patrol corridors, man passenger turrets, or redeploy via tac map into newly captured enemy spawns after boarding.
Press F1 when prompted to spawn a fresh capital on maps that allow ship replacement. Squad leaders should keep at least one member on helm and one on PD when bombers are active — empty turrets are decorative.
AI bots fill empty stations in single-player matches, making capital practice accessible offline. Use that mode to learn hangar layout on Ranger before live boarding.
Corvettes screen bombers; destroyers trade at mid range; frigates anchor fighter respawns; battleships hold objectives. Z timing wins duels — activate shields when torpedoes commit, drop them before ions overheat your emitters.
Bombers are the external hard counter. Internally, one boarding squad deleting PD lets friendly torpedoes connect. Stack both layers on the same target instead of splitting space and infantry blindly.
On Territories space maps (Eye of God, Ixion, Lacroix, Lellebah), losing your last frigate spawn shifts the entire team to corvette/dropship play — protect Ranger/Khamun like capture points.
16 pilotable capital hulls across corvettes, destroyers, cruisers, frigates, battleships, and dropships — each with interiors and unique layouts.
Yes on frigates and battleships with fighter bays — launch a starfighter from the hangar during the core meltdown timer. Smaller hulls usually require tac map respawn.
Boarding the core after removing lockout consoles. External bombers soften shields; infantry inside finish the reactor.
Matched by build plan, shared topics, and guide progression — not random related links.